Difference between revisions of "Physical Navigation"

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== Relations ==
 
== Relations ==
  
[[Exploration]]
+
[[Game World Exploration]]
 +
[[Game World Navigation]]
 +
 
 
[[Movement]]
 
[[Movement]]
  

Revision as of 10:31, 9 February 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

While many Sports include physical movement, Orienteering is the prime example of one that also requires navigation. The navigation required in Geocaching relatively easy in contrast since GPS use is part of the activity. BotFighters, Pirates!, Treasure, and Uncle Roy All Around You are all games that rely less on making players move to specific locations but nevertheless require players to navigate in physical environments.

Quite naturally, Live Action Roleplaying Games such as Assassin, Dragonbane, and Trenne Byar require some level of Physical Navigation since they are played in large areas that players need to traverse.

Human PacMan re-interprets Pac-Man by making players embody all the characters and thereby force them to do Physical Navigation to play the game.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Game World Exploration Game World Navigation

Movement

-


Stealth Races Real Life Activities Affect Game State Real World Gameplay Spaces Real World Knowledge Advantages

Pervasive Gameplay Ubiquitous Gameplay

Player Physical Prowess

Real World Gameplay Spaces Player-Artifact Proximity Player-Avatar Proximity Player-Location Proximity Player-Player Proximity

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Physical Navigation first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.